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navmeshes now super lightweight (<3 u devi)
- refactored some stuff - unhardcoded navmesh loading - included sharpnav license
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10 changed files with 354 additions and 253 deletions
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@ -120,8 +120,6 @@ namespace FFXIVClassic_Map_Server.dataobjects
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}
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// todo: this is retarded (checking moved crap demo added)
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bool checkedThisTick = false;
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//Add new actors or move
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for (int i = 0; i < list.Count; i++)
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{
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@ -137,17 +135,6 @@ namespace FFXIVClassic_Map_Server.dataobjects
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if (actor is Character && !actor.hasMoved)
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continue;
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// todo: again, this is retarded but debug stuff
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var zone = (actors.area.Zone)actor.zone;
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if(zone != null && !checkedThisTick)
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{
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if (zone.pathCalls > 0)
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{
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checkedThisTick = true;
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Program.Log.Error("Number of pathfinding calls {0} average time {1}", zone.pathCalls, zone.pathCallTime / zone.pathCalls);
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}
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}
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var packet = actor.CreatePositionUpdatePacket(playerActor.actorId);
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if (packet != null)
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